Terraforming Mars

Initial Impression

The reviews I read weren’t exaggerating. The component quality is absolutely awful. The opaque cubes came pre-chipped – the clear ones appeared used! – cards were warped and the main board was creased. Even expecting sup-par parts and artwork really didn’t prepare me for the actual unwrapping and utter disbelief that this was “professionally” designed, printed and given the thumbs-up to go to retail. I even managed to pick up my copy at a 50% discount but still felt ripped off and disappointed. Continue reading →

What a year so far!

I suppose sometimes hobby/indie developers simply have to forget their current projects to concentrate on more pressing matters. Unfortunately for me that meant that the release of my new game has come MUCH later than I’d hoped. That said, I’ve now released it! Yay 😀

Google Store Link

Apple Store Link

I hope you download and give it a go (It’s FREE). You might even enjoy it!

Cheers,
J

BamboozleBall Puzzle Game

As a surprise to absolutely no one, I’ve been working slowly on my new game. It’s “nearly” finished. Which is to say that often the last 20% seems to take the longest. I’m adding new levels and a bit of polish to the menus etc. The name of the game (if it’s not obvious) is BamboozleBall. Below is the feature graphic that is required for the store page, but this will likely change as it’s a bit too simple. I’ve also added a few work-in-progress shots of the main menu and in game levels.

 

 

Unity TrailRenderer Issue

Still developing my new game. Not much to report as I’ve spent most the time doing the tedious bits, like the menu system and save/load stuff, while still coming up with new “obstacles” for the actual game. One particular obstacle is going to be a portal type transporter. When my player (a ball in this particular case) hits the portal it teleports to another part of the scene. At present the player has a trail following it around and I didn’t want this to show during the transition from one part of the scene to the other. Easy, right?

collision.GetComponent<TrailRenderer>().enabled = false;

No compiler errors, no warnings. Everything seems fine. It just doesn’t work… eh? The only other alternative I dug up during a lengthy Google search was to set the time of the TrailRenderer to 0, then set it back to 1 after the transition. Credit to wijesijp for pointing me in the right direction (time) with his post on Unity Answers.

collision.GetComponent<TrailRenderer>().time = 0;

Doesn’t seem ideal but it gets the job done.

Hope this helps someone. At the very least it’ll be a future reminder to myself 😉
Cheers, J